
WITP-AE-Patches y Ad-Ons.
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Re: WITP-AE-Patches y Ad-Ons.
La 44 no se interpretarlo aunque lo traduzca "44. Gameplay Change: Change to visual sighting rules for aircraft. This will limit the pre-CAP AAA phase for Allied air attacks to what was originally intended", a que se refiere exactamente 


- aristoteles
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Re: WITP-AE-Patches y Ad-Ons.
Creo que se ha ajustado a la baja los detection levels de aviones en aproximacion de ataque desde tierra y de ese modo se reducen las bajas por Flak que sufrian antes y despues del los propios combates aereos una vez eran interceptados.
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Re: WITP-AE-Patches y Ad-Ons.
Gracias aristotelesaristoteles escribió:Creo que se ha ajustado a la baja los detection levels de aviones en aproximacion de ataque desde tierra y de ese modo se reducen las bajas por Flak que sufrian antes y despues del los propios combates aereos una vez eran interceptados.



- aristoteles
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Re: WITP-AE-Patches y Ad-Ons.
Y nuevo mini-parche v1.01.06d :
57. Fixed TF Picking up wrong LCU after a parent/fragment swapped - leading to TFs going off to enemy bases.
58. Fixed Groups unloading in port failing sometimes.
59. Fixed Rockets from ships to be classed as bombardment device.
60. Gameplay Change: Added possible unit fatigue if naval bombardment fails to cause hits - dependent on modified (by fort/terrain) 'effect' of the device.
61. Discard saved waypoints on follow/meet of TFs.
62. Replenish fuel at base for Tankers.
63. Fixed Carrier 're-size to fit' was not changing group's size; introduced by previous fix to 'last re-size'.
64. Added Option NOT to use rotating images –fixedArt
65. Fixed No all reported ships partake in reply fire during landings.
66. Changed New TFs created with same DL as original.
http://www.matrixgames.com/forums/tm.asp?m=2490730
57. Fixed TF Picking up wrong LCU after a parent/fragment swapped - leading to TFs going off to enemy bases.
58. Fixed Groups unloading in port failing sometimes.
59. Fixed Rockets from ships to be classed as bombardment device.
60. Gameplay Change: Added possible unit fatigue if naval bombardment fails to cause hits - dependent on modified (by fort/terrain) 'effect' of the device.
61. Discard saved waypoints on follow/meet of TFs.
62. Replenish fuel at base for Tankers.
63. Fixed Carrier 're-size to fit' was not changing group's size; introduced by previous fix to 'last re-size'.
64. Added Option NOT to use rotating images –fixedArt
65. Fixed No all reported ships partake in reply fire during landings.
66. Changed New TFs created with same DL as original.
http://www.matrixgames.com/forums/tm.asp?m=2490730
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- aristoteles
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Re: WITP-AE-Patches y Ad-Ons.
¿Y para cuando saldran los parches correctamentes?....sin ser betas, quiero decir.

- aristoteles
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Re: WITP-AE-Patches y Ad-Ons.
Que yo sepa no hay fecha oficial anunciada. Pero las betas dejan el juego muy pulido, no hay prisa.
- nadia911
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Re: WITP-AE-Patches y Ad-Ons.
Nuevo Parche:
v1.01.06g – July 13, 2010
• Fourth Official Update – Public Beta – This release is a comprehensive public beta release updating all previous versions to v1.01.06g.
• Code Changes
1. Fixed LCU type issue to address fragments explosion problem.
2. Fixed Underflow issue with supply on ships.
3. Adjusted position of 2 fields on plane upgrade path screen.
4. Global change affecting "All ... on ship in hex" also changing random groups.
5. Fixed issue with CS convoys.
6. Fixed repair message in menu.
7. Fixed TF meet and merge issue.
8. Corrected issue with unload of return cargo for CS Convoys.
9. Corrected issue with unloading Barge TFs at non-base hexes.
10. Interface Improvement: Prevented display of Repair Ship repair option on ship screen when no Repair ship is available.
11. Changed the "flying" message for transport supply/troops to show the adjusted plane number.
12. Fixed the special ordnance slots to stop incorrect reports.
13. Fixed base screen showing when picking from group or TF list; mouse moved and changed underlying hex location.
14. Fixed some carrier groups can't withdraw plus typo stopping CV groups from withdrawing.
15. Interface Improvement: Allowed direct specification of CS Convoy outbound and return cargos.
16. Correct standoff error for TFs moving to disputed bases and already past last waypoint.
17. Fixed issue with refueling from barges that can lead to loop.
18. Fixed some sort positions were incorrect for wide screen resulting in sort menu failures.
19. Changed Pilot 'captured' to 'MIA' to allow chance to be recovered.
20. Fixed 'Leading Pilots' to show last plane type pilot flew when attained a kill.
21. Fix to prevent AI TFs from refueling that would take them past heavy CD bases.
22. Adjustment to text on air group screen.
23. Adjustment to button on TF create screen.
24. Allow parent on ship and fragment on land to swap if in same hex.
25. Fixed wrong pilot experience being used to avoid balloon attacks.
26. Interface Improvement: Added a new minimum range to the naval bombardment mission. This is normally the minimum range of all Naval or DP guns on the ships in the TF and indicates the closest distance that a TF needs to close with the shore to fire all it’s normal guns. Also tweaked Naval Bombardment
27. Gameplay Change: Changed supply loss due to AF/Port hits to be relative to the effectiveness of the device hitting the base.
28. Fixed base of a scuttled ship in the Sunk Ship report
29. Added a check on number of planes in an AI TF to determine if it should return to base for replenishment.
30. Added additional refueling check for intermediate refueling under Auto Sub ops when rebasing to a new home port.
31. Gameplay Change: Changed Fast transport reaction to air threat.
32. Fixed possible air group reinforcement deadlock; if there are no planes are in the pool for the group, none being produced and aircraft is no longer available, then let group arrive with no planes.
33. Fixed an overflow of the mouse message which could wipe out display of bases on the map.
34. Positioning of last TF accessed in "All TF" list was not carried forward on the list.
35. Fixed the endless manual replenishment of CV groups from VR groups when out of range of bases. [Check was originally looking just for any replenishment group with the right type of aircraft in range, but it drew the planes from the pool only. So if no pool, no manual pull off CVE].
36. Fixed incorrect units show up outside of the bounds in a small map scenario.
37. Fixed getting land replacements, even for device mismatches.
38. Fixed splitting of air groups to check for any fragments in air reinforcement queue before allowing.
39. Fix to allow group fragments to disband in most cases (like parent not in play anymore).
40. Fix to the situation where Allied aircraft don't appear in amimations due to the Allied aircraft bitmap ‘0’ not defined.
41. Fixed AI offmap repairs for small maps.
42. Gameplay Change: Capped the maximum Detection Level. The maximum is 10, but this can be increased a few points before being brought back to 10.
43. Added protection against groups dropping into some of the old AI controlled zone code. This was done previously for army/base/TFs.
44. Gameplay Change: Change to visual sighting rules for aircraft. This will limit the pre-CAP AAA phase for Allied air attacks to what was originally intended.
45. Gameplay Change: Change to Naval Bombardment mission so it tends to engage Fortress unit in the target hex more often.
46. Gameplay Change: Change to DP guns firing in AAA mode; effect has been slightly lowered when engaged in AAA combat. This complements the decrease of AAA guns when used in Naval Bombardment mode.
47. Added hooks for revolving ship art similar to aircraft.
48. Tweaked Japanese ramming attacks as it was ending up too high (a certainty) for 1945 attacks. Message has been changed slightly.
49. Tweaked center-mounted weapons on LBA/patrol aircraft when in A2A mode
50. Fixed Australian and NZ force activation due to Japanese invasions.
51. Change to cater for non-standard mixed groups on CVs. It was creating groups with '0' max size.
52. Added new command switch to suppress the introduction video "-skipVideo".
53. Fixed Air search radar on aircraft not always being counted if the device # is > 255.
54. Fixed the wrong LCU weapon being used during an invasion. This was producing the error like “Sound detector penetrates ship’s side”.
55. Tweaked Invasion fire/counter-fire to speed it up some.
56. Fixed the last carrier resize was not always working. Resize not always handled correctly if change was past due.
57. Fixed TF Picking up wrong LCU after a parent/fragment swapped;leading to TFs going off to enemy bases.
58. Fixed Groups unloading in port failing sometimes.
59. Fixed Rockets from ships to be classed as bombardment device.
60. Gameplay Change: Tweaked/Added possible unit fatigue if naval bombardment fails to cause hits; dependent on modified (by fort/terrain) 'effect' of the device.
61. Gameplay Change: Discard saved waypoints on follow/meet of TFs .
62. Gameplay Change: Replenish fuel at base for Tankers.
63. Fixed Carrier 're-size to fit' was not changing group's size; introduced by previous fix to 'last re-size'.
64. Gameplay Change: Changed To alleviate re-size issues, players can set the ship's group size as part of the 'resize to ship' option.
65. Added Option NOT to use rotating images -fixedArt
66. Fixed - not all reported ships partake in reply fire during landings.
67. Changed Limit the expenditure of AAA weapons during bombardments.
68. Changed New TFs created with same DL as original.
69. Fixed resize bug shown by earlier fix.
70. Killed LCU unit when ship is scuttled.
71. Added army loss points to un-rescued devices.
72. Fixed 'Dead' fragments could sometimes become 'live'.
73. Allow 'orphaned' LCU fragments to be disbanded.
74. Fixed Refuel bug.
75. Interface Improvement: Added Show all patrol zones for player.
76. Corrected reattaching subgroups to parent group.
77. Added check to catch cases where ships and LCUs are on wrong side.
78. Changed LCU fragment swapping to avert possible errors when LCUs killed.
79. Fix graphics left behind by air groups for HQ.
80. Fix Error in conversion/upgrade time.

v1.01.06g – July 13, 2010
• Fourth Official Update – Public Beta – This release is a comprehensive public beta release updating all previous versions to v1.01.06g.
• Code Changes
1. Fixed LCU type issue to address fragments explosion problem.
2. Fixed Underflow issue with supply on ships.
3. Adjusted position of 2 fields on plane upgrade path screen.
4. Global change affecting "All ... on ship in hex" also changing random groups.
5. Fixed issue with CS convoys.
6. Fixed repair message in menu.
7. Fixed TF meet and merge issue.
8. Corrected issue with unload of return cargo for CS Convoys.
9. Corrected issue with unloading Barge TFs at non-base hexes.
10. Interface Improvement: Prevented display of Repair Ship repair option on ship screen when no Repair ship is available.
11. Changed the "flying" message for transport supply/troops to show the adjusted plane number.
12. Fixed the special ordnance slots to stop incorrect reports.
13. Fixed base screen showing when picking from group or TF list; mouse moved and changed underlying hex location.
14. Fixed some carrier groups can't withdraw plus typo stopping CV groups from withdrawing.
15. Interface Improvement: Allowed direct specification of CS Convoy outbound and return cargos.
16. Correct standoff error for TFs moving to disputed bases and already past last waypoint.
17. Fixed issue with refueling from barges that can lead to loop.
18. Fixed some sort positions were incorrect for wide screen resulting in sort menu failures.
19. Changed Pilot 'captured' to 'MIA' to allow chance to be recovered.
20. Fixed 'Leading Pilots' to show last plane type pilot flew when attained a kill.
21. Fix to prevent AI TFs from refueling that would take them past heavy CD bases.
22. Adjustment to text on air group screen.
23. Adjustment to button on TF create screen.
24. Allow parent on ship and fragment on land to swap if in same hex.
25. Fixed wrong pilot experience being used to avoid balloon attacks.
26. Interface Improvement: Added a new minimum range to the naval bombardment mission. This is normally the minimum range of all Naval or DP guns on the ships in the TF and indicates the closest distance that a TF needs to close with the shore to fire all it’s normal guns. Also tweaked Naval Bombardment
27. Gameplay Change: Changed supply loss due to AF/Port hits to be relative to the effectiveness of the device hitting the base.
28. Fixed base of a scuttled ship in the Sunk Ship report
29. Added a check on number of planes in an AI TF to determine if it should return to base for replenishment.
30. Added additional refueling check for intermediate refueling under Auto Sub ops when rebasing to a new home port.
31. Gameplay Change: Changed Fast transport reaction to air threat.
32. Fixed possible air group reinforcement deadlock; if there are no planes are in the pool for the group, none being produced and aircraft is no longer available, then let group arrive with no planes.
33. Fixed an overflow of the mouse message which could wipe out display of bases on the map.
34. Positioning of last TF accessed in "All TF" list was not carried forward on the list.
35. Fixed the endless manual replenishment of CV groups from VR groups when out of range of bases. [Check was originally looking just for any replenishment group with the right type of aircraft in range, but it drew the planes from the pool only. So if no pool, no manual pull off CVE].
36. Fixed incorrect units show up outside of the bounds in a small map scenario.
37. Fixed getting land replacements, even for device mismatches.
38. Fixed splitting of air groups to check for any fragments in air reinforcement queue before allowing.
39. Fix to allow group fragments to disband in most cases (like parent not in play anymore).
40. Fix to the situation where Allied aircraft don't appear in amimations due to the Allied aircraft bitmap ‘0’ not defined.
41. Fixed AI offmap repairs for small maps.
42. Gameplay Change: Capped the maximum Detection Level. The maximum is 10, but this can be increased a few points before being brought back to 10.
43. Added protection against groups dropping into some of the old AI controlled zone code. This was done previously for army/base/TFs.
44. Gameplay Change: Change to visual sighting rules for aircraft. This will limit the pre-CAP AAA phase for Allied air attacks to what was originally intended.
45. Gameplay Change: Change to Naval Bombardment mission so it tends to engage Fortress unit in the target hex more often.
46. Gameplay Change: Change to DP guns firing in AAA mode; effect has been slightly lowered when engaged in AAA combat. This complements the decrease of AAA guns when used in Naval Bombardment mode.
47. Added hooks for revolving ship art similar to aircraft.
48. Tweaked Japanese ramming attacks as it was ending up too high (a certainty) for 1945 attacks. Message has been changed slightly.
49. Tweaked center-mounted weapons on LBA/patrol aircraft when in A2A mode
50. Fixed Australian and NZ force activation due to Japanese invasions.
51. Change to cater for non-standard mixed groups on CVs. It was creating groups with '0' max size.
52. Added new command switch to suppress the introduction video "-skipVideo".
53. Fixed Air search radar on aircraft not always being counted if the device # is > 255.
54. Fixed the wrong LCU weapon being used during an invasion. This was producing the error like “Sound detector penetrates ship’s side”.
55. Tweaked Invasion fire/counter-fire to speed it up some.
56. Fixed the last carrier resize was not always working. Resize not always handled correctly if change was past due.
57. Fixed TF Picking up wrong LCU after a parent/fragment swapped;leading to TFs going off to enemy bases.
58. Fixed Groups unloading in port failing sometimes.
59. Fixed Rockets from ships to be classed as bombardment device.
60. Gameplay Change: Tweaked/Added possible unit fatigue if naval bombardment fails to cause hits; dependent on modified (by fort/terrain) 'effect' of the device.
61. Gameplay Change: Discard saved waypoints on follow/meet of TFs .
62. Gameplay Change: Replenish fuel at base for Tankers.
63. Fixed Carrier 're-size to fit' was not changing group's size; introduced by previous fix to 'last re-size'.
64. Gameplay Change: Changed To alleviate re-size issues, players can set the ship's group size as part of the 'resize to ship' option.
65. Added Option NOT to use rotating images -fixedArt
66. Fixed - not all reported ships partake in reply fire during landings.
67. Changed Limit the expenditure of AAA weapons during bombardments.
68. Changed New TFs created with same DL as original.
69. Fixed resize bug shown by earlier fix.
70. Killed LCU unit when ship is scuttled.
71. Added army loss points to un-rescued devices.
72. Fixed 'Dead' fragments could sometimes become 'live'.
73. Allow 'orphaned' LCU fragments to be disbanded.
74. Fixed Refuel bug.
75. Interface Improvement: Added Show all patrol zones for player.
76. Corrected reattaching subgroups to parent group.
77. Added check to catch cases where ships and LCUs are on wrong side.
78. Changed LCU fragment swapping to avert possible errors when LCUs killed.
79. Fix graphics left behind by air groups for HQ.
80. Fix Error in conversion/upgrade time.
Re: WITP-AE-Patches y Ad-Ons.
Habrá que probarlo y comentarlo 

War in the Pacific Admiral Edition
World of Warships: Buscando conocidos para darle: https://warships.net/Traskott_Paradox
World of Warships: Buscando conocidos para darle: https://warships.net/Traskott_Paradox
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Re: WITP-AE-Patches y Ad-Ons.
Ni me lo he instalado todavía (putos zombies). En todo caso es otro nuevo beta, no el definitivo.
Re: WITP-AE-Patches y Ad-Ons.
El ultimo "update" ha salido:
Matrix Games News Release
For War in the Pacific - Admiral's Edition
War in the Pacific - Admiral's Edition Gets a Major Update!
Another major update is headed for hard drives at flank speed!
Matrix Games and Henderson Field Designs are proud to release a significant new update for their award winning WWII Pacific Theatre mega game, War in the Pacific - Admiral's Edition! The new comprehensive 1.01.06g update comes with 80 fixes and improvement, including the ability to show all patrol zones and gameplay balance and realism improvements to naval bombardments and flak.
David Heath, Director of Operations at Matrix Games, said "Unparalleled in its realism and scope, War in the Pacific - Admiral's Edition is a must-have for any Pacific Theatre buff. This is the fourth official update since the release of Admiral's Edition and the fixes and tweaks here continue to polish and hone the gameplay based on feedback from the community to guarantee years of future enjoyment."
War in the Pacific: Admiral's Edition is the result of many additional man-years of development from a dedicated and experienced team including subject matter experts and experienced programmers. This has resulted in an improved War in the Pacific experience across the board. This is the entire War in the Pacific down to individual aircraft, vehicles, ships, guns and squads - more than just a game, it's an encyclopedia of the war compiled from many sources to an unmatched level of detail. Add in a much improved AI and more secure PBEM play and you have the makings of a new classic!
War in the Pacific: Admiral's Edition is a stand-alone release which does not require ownership of War in the Pacific. The Admiral's Edition installation process will not overwrite original War in the Pacific files, but instead the expansion installs along side the original installation of the game and runs as a separate game.
The individual features and improvements to Admiral's Edition are far too numerous to mention in total in this announcement, but the product page link below goes into enough detail to please any War in the Pacific fan.
As our first "Collector's Edition", the boxed version also comes with a Full Color Printed 330 page manual!
War in the Pacific - Admiral's Edition is a standalone release and does not require War in the Pacific to install and play.
This update is comprehensive and will bring all previous versions of War in the Pacific - Admiral's Edition to version 1.01.06g. Matrix Games recommends that all owners of War in the Pacific - Admiral's Edition update to this version.
Get the update here. ftp://ftp.matrixgames.com/pub/WarInTheP ... v1106g.exe
Matrix Games News Release
For War in the Pacific - Admiral's Edition
War in the Pacific - Admiral's Edition Gets a Major Update!
Another major update is headed for hard drives at flank speed!
Matrix Games and Henderson Field Designs are proud to release a significant new update for their award winning WWII Pacific Theatre mega game, War in the Pacific - Admiral's Edition! The new comprehensive 1.01.06g update comes with 80 fixes and improvement, including the ability to show all patrol zones and gameplay balance and realism improvements to naval bombardments and flak.
David Heath, Director of Operations at Matrix Games, said "Unparalleled in its realism and scope, War in the Pacific - Admiral's Edition is a must-have for any Pacific Theatre buff. This is the fourth official update since the release of Admiral's Edition and the fixes and tweaks here continue to polish and hone the gameplay based on feedback from the community to guarantee years of future enjoyment."
War in the Pacific: Admiral's Edition is the result of many additional man-years of development from a dedicated and experienced team including subject matter experts and experienced programmers. This has resulted in an improved War in the Pacific experience across the board. This is the entire War in the Pacific down to individual aircraft, vehicles, ships, guns and squads - more than just a game, it's an encyclopedia of the war compiled from many sources to an unmatched level of detail. Add in a much improved AI and more secure PBEM play and you have the makings of a new classic!
War in the Pacific: Admiral's Edition is a stand-alone release which does not require ownership of War in the Pacific. The Admiral's Edition installation process will not overwrite original War in the Pacific files, but instead the expansion installs along side the original installation of the game and runs as a separate game.
The individual features and improvements to Admiral's Edition are far too numerous to mention in total in this announcement, but the product page link below goes into enough detail to please any War in the Pacific fan.
As our first "Collector's Edition", the boxed version also comes with a Full Color Printed 330 page manual!
War in the Pacific - Admiral's Edition is a standalone release and does not require War in the Pacific to install and play.
This update is comprehensive and will bring all previous versions of War in the Pacific - Admiral's Edition to version 1.01.06g. Matrix Games recommends that all owners of War in the Pacific - Admiral's Edition update to this version.
Get the update here. ftp://ftp.matrixgames.com/pub/WarInTheP ... v1106g.exe
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- nadia911
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Re: WITP-AE-Patches y Ad-Ons.
Muy bueno





